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MrPenguin

MrPenguin

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MrPenguin
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  • Eruption should be changed to hit solo and SWF equally. As is now it punishes solo extra hard but is really weak against SWF groups.

    Personally would like to see incap replaced with entity blockers on every kicked gen, balance from there if necessary.

  • Afaik Hag is largely considered one of the most boring/annoying killer to face.

    She needs a rework imo. Not for power reasons, but for fun/gameplay reasons.

  • Needs to be improved, not removed.

  • Too strong against solos but weak against SWF. It evens out in the worse way.

    My personal thought is to replace the incap with entity blockers on every kicked gen that way it hits both equally. Then we balance from there.

  • Then they need to buff the hell out of their power outside of doing that. Right now that's the best way to play him as far as people have found because its super easy to counter otherwise.

    For starters not showing the survivors a bright green glowing ball that shows them exactly the path the guard will take would be nice. That part should be 100% invisible to survivors to actually allow some plays to be possible.

  • Not letting survivors see the power while he's just setting up the path would be nice. I thought it would work like that by default but it doesn't. Especially when he has Spirit vision (no scratch marks and invisible survivors) while using it.

    As is now if you see the little green ball you just run another direction and you're fine. It just stops the killer from using the power in interesting ways and regulates him to just "place power at loop".

    Capturing the flag is also too rewarding, I think turning off the power is probably reward enough. Why does it give a speed boost AND endurance on top?

  • the event is easier as killer

  • event is easier to do as killer

  • @AverageKateMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235630#Comment_3235630

    I'm pretty sure I literally said a perk but go off. Also, there's way more issues with this game in terms of performance but you guys want to hyperfocus on perks as if they're a core issue

    You also said base kit, there's no "pretty sure" your post is right there lol.

    A "base kit perk" would be something like the built in BT survivors have, killers don't have base kit Shattered Hope. I'm just trying to clarify that and say what I think you're referring to is a general perk.

    I didn't say anything in regards to any perk in particular besides saying I wish boons were breakable base kit. So I think your ire is a little misplaced there if that second sentence is directed at or including me.

  • Thank you! I think that's the first time anyone has ever commented on my name haha.

    For what its worth, yours got a chuckle out of me.

  • @scenekiller said:

    I think this is mostly a good idea, although some things being too readily available (BNPs, Judith's tombstone, etc) would be a bit cracked imo lol

    The problem isn't them being available, it's them being too strong to begin with.

  • @AverageKateMain said:

    Seriously, we're still going about perks like CoH and DH when both have already been nerfed. The former being nerfed twice while having a base kit perk that allows you to force Pentimento? Got it

    You can't break boons base kit just snuff. I wish you could just break them.

    If it's a perk it's not base kit, base kit means no perks, items, offerings, or add-ons. I think you mean it's a general perk, which is a huge difference.

  • @roundpitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233118#Comment_3233118

    Yea IDK what my survivor MMR is, it's probably mid level? It's hit or miss. Sometimes I get huntresses that can snipe from across the map or nurses that can pinpoint teleport to you by guessing your location based on some fading scratch marks.

    Then there are times where I get nurses that severely over/under blink every single time and you can loop them for 3 gens.

    That's because the range for who you can get matched with is too large. Even though the stats are for top 5%, that does not mean they are being matched with top 5% survivors. They get matched with anyone at and above the soft cap. Potentially below if they are waiting for a minuet or 2.

    The soft cap needs to be higher and the matchmaking needs to be tightened.

    Right now the system vastly prioritizes speed over fairness.

  • Please remember that just because this is the top 5% of killers does not mean they only get matched with only the top 5% of survivors.

    We all know how loose matchmaking can be with skill levels.

  • No.

    Matchmaking just sucks and "high MMR" covers too big of a skill gap. While that might be the top 5% of Dredge players, they're not only being matched with the top 5% of survivors. They're being matched with anyone at the MMR soft cap, and if they wait long enough below it too.

    Nightfall also preys on players who don't map out their routes beforehand. So it's going to inflate his kill rate a bit.

    Ideally they would tighten the matchmaking to avoid situations where we get Pinhead and Dredge over Nurse and Blight, which is not true at all. But as of now they'd rather prioritize speed over having players of comparable skill in the same match.

  • The devs balance point is around 60% not 50.

  • @Norhc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233030#Comment_3233030

    I mean, that obviously is true on both counts and always was but using winrates as an argument for explaining it is just stupid. WRs are not tier lists, especially in a game like DBD.

    @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233030#Comment_3233030

    Myers has an addon that allows him to instant kill survivors without needing to hook or down them.

    As long as tombstone piece exist it's going to be hard for him to be the absolute worse killer.

    Yeah I agree I always thought that, but most of the time I saw people saying the opposite, that Myers was extremely bad and GF was just so much better.

  • If we take the stats as is:


    GF is a weaker Myers, Myers is nowhere near the worst killer.

    Pyramid head is vastly overrated and apparently actually weak.

    Demo isn't balanced, he's weak.

    Trapper is bad, as we all expected.

    Wesker is still pretty new so his kill rate might be a little inflated.

    Apparently Plague is the best killer in the game.

    Pig is also, apparently not that bad.

    Nurse and blight are not the best killers in the game and is actually on target for what the devs want balance to be (~60%).

    Hillbilly isn't bad, he's fine.


    Sucks we don't have a split between solo's and SWF, which is probably inflating kill rates like Pinhead and such. Surprised by some placements.

  • @roundpitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232848#Comment_3232848

    Most people who play nurse are bad with her. It's actually my favorite thing to do, a nurse starts charging her power, so I just run in her direction and she teleports waaaaaaaay past me.

    I suspect the vast number of bad nurses are deflating the kill percentages for her.

    top 5% of Nurse players are bad?

    That argument only holds in the overall kill rate, not in the top kill rates.

  • Personally, I always felt like people really overestimated Pyramid Head. I didn't think he would be that low though.

  • Well, at least we can put to rest that GF is a weaker Myers and that Myers is nowhere near the worst killer in the game.

  • In a match with actually decent players? Survivors easily.

  • My only issue is you can steal energy form other players. Just award energy or those actions, why did we have to steal it from others?

  • Yeah I read you could steal the energy and my first thought was "why in the world would you put that in? That just makes everyone feel bad for no reason and it's going to raise aggression and tension in an already aggressive and tense community. You could just award energy for those actions, why are you taking it from the other players???"

    Idk who thought that was a good design decision but yikes.

  • Slenderman. The fanmade concept was great, but I think I remember hearing there's some issue with who actually holds the license or w.e for them. Could be wrong (which I hope I am).

  • My teammate didn't like the killer so they DC'd.

    Clearly, this is the killers fault for playing the game and not the survivors fault for not caring about anyone else's fun but their own.

  • Pig just preys on casual players exceptionally well since she has her traps and her stealth.

  • I agree with all your points. However, solo q does need "buffs" in the sense they need QoL to help with being coordinated.


    Really sucks that survivors give themselves such a bad rep that you don't like being associated with them and hurting the fun of everyone involved.

    Points 2, 3, and 5 really resonate with me and are the reason I really just don't look for people to group up with anymore. Every time I did it was just "watch as I T-bag and click. No we can't move on to the next game right now I'm waiting near the gate, the killer needs to know that I beat them and they're trash. We lost? camper tunneler bad killer carried by perks. We Won? gg ez baby killer."

    It's just exhausting. I'd rather deal with random solo's then have those people talking in my ear all session with toxicity and double standards while judging how both the killer and our teammates play while they have the worst attitude and most meta perks out of everyone, and are still preforming poorly. But it's never their fault 😑

    Then they judge my builds just because I don't run meta sweat, but they get upset when killers do it. Like, I escaped more and last longer in chase, my build isn't the problem your attitude is.


    Kinda vented there a bit but main point being, I agree and feel your pain. I hope the survivor community improves but I doubt it.

  • Everyone here saying "solo q"" like 99% of matches are solo q players.

    If this win rate were true that means They're destroying SWF too, supposedly good-comp SWFs at 99%.


    I escape 99% of my solo survivor games perkless and itemless while using the most visible outfit I can. I don't see the problem.

    Good thing to know that there's people on the other side with a similar experience. i was beginning to think the game was unbalanced or something. Whew.

  • Yup. But they made it a perk instead.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222879#Comment_3222879

    So, you are using a make believe stat and a make believe theory to disprove an actual stat given by the developers.

    I'm not disproving the stats, I'm explaining that the stats don't say much of anything and why using an example.

    The stats are true. The stats just don't tell us anything, or are you trying to say Self care is the strongest survivor perk? After all, the stats said so.

    It's the same reason why Pig and Pinhead topped the last kill stats. The stats are worthless if they include literally the entire playerbase with no separation at all between skill levels.


  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223499#Comment_3223499

    I never once said that 3 gens popping in one chase is ok, you brought that up. I simply said I don't agree with it's comparison to Camping and Tunneling at 5 gens. Because the killer makes that choice (according to you) in the interest that they will use it as a tactic when necessary, and I said its not only used when necessary and that's where the problem lies.

    I don't agree with your comparisons because they aren't remotely the same thing.

    Just to clarify I don't think camping and tunneling are "ok". They need to be changed for the health of the game. It doesn't matter if its a 5 gens or not. However, that is not the players fault. The game design is the problem, the players can only work within it. Killers can't make 12 hook super inefficient games viable alone. The survivors are half the match, they need to cooperate and slow their gens down too. Survivors aren't, so the tunneling continues.

    If survivors are expected to try and win, killers should be too. If you want killers to be expected to play inefficiently on purpose, survivors should too. Not it's fine for survivors to try and be as efficient as their skill will allow on gens, but not killers on kills.

    As for actual game changes, remove C&T sure, but give the killers a viable alternative in its place. Don't just punish them and leave it at that, they need something in its place.


    One problem with your statement is you don't know whether it will be necessary or not in most cases. Just because the gen icon at the corner say 5 doesn't mean there's not 3 gens at 90+ %.

    I also never said they would only use it when necessary, just that it is at times. That amount going up the better the survivors are. Survivors don't only do gens when its absolutely necessary either.

    That's the efficient way to play the game. Slam gens, slam kills. That's how you play well. They should start playing badly on purpose just because they're ahead? Why? Because its unfun? Ok sure, as long as both sides do it.

    They are the same thing, doing the objective efficiently. Killers choose to do theirs, survivors choose theirs. Again, survivors also pump gens when its not necessary.


    Either both sides can rush their objective or both can't. Idc which as long as its equal.

    But survivors can't be ok with that, so we aren't going to get anywhere till their mindset changes. Your attitude of "it's not the same" is part of the problem.

    The killers objective matters too. If survivors won't agree to slow down gens, why do killers need to agree to slow down kills? Survivors have a choice to make too, it's not all on the killer.


    If your argument is that its fine to be upset as survivor because "my opponent didn't start throwing the game once they started winning. They shouldn't get to continue to play well after they have an advantage" That's asinine. Especially if your excluding killer from doing the same.

    If you still want to disagree then well, I tried. The cycle continues.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223271#Comment_3223271

    I don't agree at all, so I'll just agree to disagree.

    I can't agree with someone who thinks Camping at 5 gens is ok, simply because that killer wants to "win". Completely ignoring what is wrong with that whole scenario.

    That's fine, I won't agree with someone who thinks that situation is not fine, but popping 3 gens in the first chase is.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223233#Comment_3223233

    Its not the even comparably the same thing, because you can choose as killer not to over-commit and actually go for another survivor. As a survivor you don't have a say on the matter of Camping or Tunneling. The survivors don't/can't choose YOUR actions. That is the very thing I am trying to tell you... the accessibility to these so called 'tactics' bare little to no skill and are available without there needing to be a situation to enforce it.

    I never once said "players deciding to use it is bad design" I said "The accessibility" meaning how easy it is to do it is bad design.

    Overcommitting is a mistake sure. But tunneling efficiently isn't. That's the whole reason why its the most viable tactic, because it a mistake not to do it.


    "you can choose as killer not to over-commit and actually go for another survivor."

    You can choose as a survivor to leave that gen and go find a new one the same way you're asking the kilter to leave their kill at 33% and start a new one. If you say otherwise you're being a hypocrite. A killer doesn't have a say on the other 3 teammates doing gens while he chases 1 of them. He can't chase 4 people at once.


    "The survivors don't/can't choose YOUR actions."

    The killer can't choose survivors either. I'm sure a lot would slow down gens and not tunnel, because neither side wants these tactics to be the best. Killers just want something to replace it to be a good strategy, not punishing killers for trying to win efficiently while survivors can do it for free.


    Something being easy to do doesn't make it bad design. It's the effects the action has. Nurse is the hardest killer to play, not very accessible, that does not make her well designed. Looping is very accessible as well, that does not make it bad design.

    There is a situation to enforce it, wanting to win. This is how the game is set up to give you your best shot at winning, you should tunnel someone out. the game itself enforces tunneling due to how hooks and death works. That's why core gameplay changes are needed.

  • @JakeParkSimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220718#Comment_3220718

    These kind of cancerous attitudes towards the most unfun mechanics in this game are the number one reason this game is losing players. No one wants to play matches where you just get outed in 2 mins with no say in the matter.

    Just because its unfun doesn't mean its unfair.

    Aggressive comments like yours are the reason why we can never get the community together to make a decision together to actually change these mechanics that no one wants in the game. Too focused on attacking the players.

    Its not unfair, its not the killer being toxic, its not the killer's fault that tunneling is the efficient play. It should still be changed.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222879#Comment_3222879

    Just to use some actual numbers for context, Nightlight's average kill rates were about 49% prior to the rework and are about 54% currently. I'm pretty sure its kill rates skew a bit lower than the overall stats over all games because the players using the site are going to tend to have more play experience than average players who won't be interested enough in the game to upload data. And the common consensus is that lower MMR matches have higher kill rates so it shouldn't be surprising if a site like this is a bit lower kill rate than the 60% or whatever the devs currently see overall.

    What would be neat to see would be a kill rate by MMR chart similar to the ones the devs did in June for perk usage by MMR. Each line would be a killer and the plots would be kill rates by MMR rating. I'm pretty sure there'd be some trends like stealth killers doing well at average and low MMR but worse at high MMR and Nurse being not so great at average and low MMR but above average at high MMR because of her learning curve. It also would give a finer sense of where that 60% kill rate or whatever the game currently has is coming from.

    Yes absolutely. If we would have more concise and workable data than maybe we could make some arguments. As is, the data is basically unusable.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222844#Comment_3222844

    Except that because of how easily accessible it is even killers who don't find the necessity to do it, do it. This in and of itself is bad design.

    It is bad design but not for the reason you listed.

    That's like saying because the survivors decided to pop 3 gens when the killer only had 1 hook that that means that gens are bad design.

    No gens are badly designed because the survivors objective shouldn't go faster than the killer's when they have half the number to do and they're extremely uninteractive. Not because they decided to do their objective efficiently.

    Tunneling and camping are bad design because it removes a players agency too much.

    Players deciding to use something doesn't make it bad design or not. You can decide to use it or not, but that doesn't change the design.

  • Top survivor streamers have a 60% death rate?


    Both those groups are less than 1% of the player base and play this game for a living.

    Besides that I don't know either of their escape/kill rates.

  • Those stats are heavily flawed, you can't really gauge much of anything from them.

    That's a kill rate for the entire game, including newer/casual/bad players who die the vast majority of the time. It is not representative of gameplay with actual good player, where the kill rate is much much lower.

    Just to throw an example out there: low MMR kill rate 90%, good player kill rate 30%, 60% overall kill rate. But the game is still unbalanced in the survivors favor since obviously you don't consider the game being balanced by taking into account people aren't even good at it, which is the majority of the player base.


    TL;DR the lower skilled players are inflating the kill rates so it seems like killer is in a much better spot than it actually is.

  • @Johnny_XMan said:

    Everyone who understands how the game works knows how unbalanced Camping and Tunneling is in it's current iteration.

    Everyone who understands how the game works with good players in the match knows that tunneling and camping are very often necessary to win in the current state of the game. Outside of playing Nurse and maybe Blight.

    Even players like Otz do it when they need to.

    It's not unbalanced when only 2/29 killers in the game are considered viable while having these strategies available. Unfun and should be changed sure, unbalanced no. Also something just being easy to do doesn't make it unbalanced.


    Buff killers who don't tunnel, then we can punish those who do. Change base mechanics to actually make splitting pressure a viable strategy.

    Coming from someone who doesn't tunnel or camp.

  • Actual solution: change/add base game mechanics so killers don't need to tunnel to win against good players.

    Then we can properly address tunneling.

  • Spirit.: There's residual distaste from her braindead Nurse tier days. Not like she's exactly hard now either, and she's still very strong. Also her constant moaning gets old quick.

    Myers: Almost perma stealth. 1 shot from around the corner because my teammates can't look around. Add-ons do too much. Perma T3 and Tombstone need to go imo. Might not be strong, but boy is he unfun.

    Hillbilly: He's like a fly. Comes around to annoy you chainsaw buzzing, speeds away, then comes back after you think he's gone. He's not nearly as weak as Billy simps make him out to be either.

    Hag: Do I need to explain Hag?

    Freddy: Extremely annoying. The sleep mechanic is extremely tedious if you actually engage with it. The timer is not long enough considering the clock always spawn across the map from you and waking up by another survivor takes exponentially longer. Then he puts you right back to sleep anyway just by hitting you. It should be timer or M1 for sleep, not both. Due to these and his teleport, his matches usually drag on for way too long as well. Then we have the infuriating Lullaby.


    Other than that I don't think I have a problem with the other killers. Thankfully the ones I dislike are fairly rare.

  • As long as they leave the general boost, I'm always good for extra BP.

    But I'll never play Hag. I can't stand how absolutely dreadfully boring she is on both sides

  • It's just the killer trying to play efficiently.

    The same way survivors don't slow down their gens on purpose for the killers, the killer isn't required to slow down their objective for them.

    Any survivor saying otherwise is a hypocrite.


    I wish they would change core mechanics so killers could not tunnel and be efficient. But that's not the game we have right now. Turning the game into a 1v3 is one of, if not the best, decisions you can make.

  • Slenderman.

    Probably an original survivor.

  • @aliensuperrstar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221564#Comment_3221564

    No one is berating her. The solution she’s presenting isn’t reasonable.

    I understand why you're upset I really do. But Mandy is not a dev or has any decision making power afaik. They're just a messenger in this case. The most they can do is bring this up to the actual people in charge, which they may have done already.

    Their solution is the one they've been given by the higher ups.


    I hope this situation works out somehow for you, because that really really sucks.

    Stuff like this is exactly why I left console behind and switched to PC. I don't have to worry about the PC 5 and what that means for my games and their content.

    Wishing you the best 🤞

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219644#Comment_3219644

    This likely won't happen until the devs add a second objective alongside generators (I.E. Leaving the generator to find a part). If the devs do add a second objective, we will need to force killers to spread hooks around since we are forcing survivors to leave generators to find parts.

    TL;DR — It's difficult to please both sides without completely changing core game mechanics.

    I agree and I think they should change core game mechanics to something that's more fun for everyone involved. It's just silly and hypocritical that survivors expect the killer to play really inefficiently while they don't and slam out gens, and then shame the killer for not doing so.

    We can't change the game (directly at least), but we can change our attitudes and the way we play. If survivors want the killer to play inefficiently, they need to do the same. If they would direct their energy at trying to get the core game changed instead of yelling at killers for just trying to win, maybe we could get BHVR to change something.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219655#Comment_3219655

    But the killer doesn't, or shouldn't, get mad at the survivors for doing 3 gens in the first chase. Survivors, however, will get mad at the killer for camping or tunneling at 5 gens, even though that's something they can actually punish. It's double standards and then some.

    100% agree.

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219662#Comment_3219662

    I don't think we need to give carrots or sticks, we need to fix the game system. Currently, the killer camping and tunneling off the hook are way too effective. On top of that, they are the least engaging strategy that leads to snooze fest matches whether the survivors escape or not.

    It needs to die as a strategy during the early parts of the game.

    I'm not sure what you mean by "way too effective", Survivors are still stronger than 94% of the killer cast even when they camp and tunnel. If you mean it shouldn't be the best strategy because it's unfun then yeah I agree.

    Carrot and stick is one approach to fix the system. It's not the only approach. The main thing is we need to replace camping and tunneling with another effective avenue for the killer to win that's not so unengaging.

    The vast vast majority do not want camping and tunneling to stick around, killer or survivor. But you can't just rip them out and not replace them with something else.

  • @Agt_Scully said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219737#Comment_3219737

    Thats right. I've just never looked at it that way and I hope you didn't just turn me into a hardcore camper and tunneler, lol.

    If you're already fine not doing those things I think you'll survive lol.

    I've been playing this game for over 4 years now and haven't succumb to the hardcore call. I know I'm handicapping myself, but that's my decision and I'm ok with it. I have more fun playing sub-optimally, others don't or don't choose to.

    There's nothing wrong with playing in the most efficient manner. I don't blame players on either side for playing that way. That's their decision and an understandable one. They can't change the game design, just play within it.

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